Yes, actually, most of the changes we've done for jME have been to increase the performance of games we are working on. The boosts to the benchmark are gravy. (As a side note, I'm about 60% done with a q3 shader reader for jME, so keep your eyes out for a fun porting project.)

Here is a Quake3 shader parser I've made for my own engine ;http://vbousquet.free.fr/tmp/quake3.zipIt uses Antlr for parsing so you will need to download the library.It also has a lot of other dependencies so it is unlikely that you will be able to use it "as-is" but the grammar for the lexer/parser is fairly complete and it can save you wuite a lot of work.

renanse, I just recognized that JavaWebStart benchmarks on your page use different canvas resolution - Java3D runs 640x480, while Xith3D runs 800x600. Can you check please or I am doing something completely wrong?

Yuri

P.S. My desktop resolution is 1600x1200, so I just did Alt+PrintScreen to check the actual window size.

Interesting because all of them run at 800x600 on my side. (See here: http://www.renanse.com/java_q3_tests/shots/) I see the 640x480 numbers in the code though. No idea why it doesn't respect that on my side, but I'll change and repack. In any case, the numbers I did were all at 800x600. (Does Java3d remember your last resolution or something maybe?) I'll look at adding linux natives for java3d too.

Ok, j3d test and src repacked with the 800x600, test has linux natives now, but I can't test that from home. Thanks for pointing it out Yuri, though I still don't know why it wasn't running at 640x480 on my side.

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